unreal.PlatformSettings
¶
- class unreal.PlatformSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
The base class of any per platform settings. The pattern for using these is as follows.
Step 1) Subclass UPlatformSettings, UMyPerPlatformSettings : public UPlatformSettings.
- Step 2) For your system should already have a UDeveloperSettings that you created so that
users can customize other properties for your system in the project. On that class you need to create a property of type FPerPlatformSettings, e.g. UPROPERTY(EditAnywhere, Category=Platform) FPerPlatformSettings PlatformOptions
- Step 3) In your UDeveloperSettings subclasses construct, there should be a line like this,
PlatformOptions.Settings.Initialize(UMyPerPlatformSettings::StaticClass()); This will actually ensure that you initialize the settings exposed in the editor to whatever the current platform configuration is for them.
- Step 4) Nothing else needed. In your system code, you will just call
UMyPerPlatformSettings* MySettings = UPlatformSettingsManager::Get().GetSettingsForPlatform<UMyPerPlatformSettings>() that will get you the current settings for the active platform, or the simulated platform in the editor.
C++ Source:
Module: DeveloperSettings
File: PlatformSettings.h